/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #ifndef SPINE_MESH_VERTEX_COUNT_MAX #define SPINE_MESH_VERTEX_COUNT_MAX 1000 #endif using namespace sf; using namespace spine; sf::BlendMode blendModes[] = { sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::OneMinusSrcAlpha), sf::BlendMode(sf::BlendMode::SrcAlpha, sf::BlendMode::One), sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha), sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor)}; sf::BlendMode blendModesPma[] = { sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcAlpha), sf::BlendMode(sf::BlendMode::One, sf::BlendMode::One), sf::BlendMode(sf::BlendMode::DstColor, sf::BlendMode::OneMinusSrcAlpha), sf::BlendMode(sf::BlendMode::One, sf::BlendMode::OneMinusSrcColor), }; SkeletonRenderer *skeletonRenderer = nullptr; SkeletonDrawable::SkeletonDrawable(SkeletonData *skeletonData, AnimationStateData *stateData) : timeScale(1), usePremultipliedAlpha(false), vertexArray(new VertexArray(Triangles, skeletonData->getBones().size() * 4)) { Bone::setYDown(true); skeleton = new (__FILE__, __LINE__) Skeleton(skeletonData); ownsAnimationStateData = stateData == 0; if (ownsAnimationStateData) stateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData); state = new (__FILE__, __LINE__) AnimationState(stateData); } SkeletonDrawable::~SkeletonDrawable() { delete vertexArray; if (ownsAnimationStateData) delete state->getData(); delete state; delete skeleton; } void SkeletonDrawable::update(float deltaTime, Physics physics) { state->update(deltaTime * timeScale); state->apply(*skeleton); skeleton->update(deltaTime * timeScale); skeleton->updateWorldTransform(physics); } inline void toSFMLColor(uint32_t color, sf::Color *sfmlColor) { sfmlColor->a = (color >> 24) & 0xFF; sfmlColor->r = (color >> 16) & 0xFF; sfmlColor->g = (color >> 8) & 0xFF; sfmlColor->b = color & 0xFF; } void SkeletonDrawable::draw(RenderTarget &target, RenderStates states) const { states.texture = NULL; vertexArray->clear(); if (!skeletonRenderer) skeletonRenderer = new (__FILE__, __LINE__) SkeletonRenderer(); RenderCommand *command = skeletonRenderer->render(*skeleton); while (command) { Vertex vertex; float *positions = command->positions; float *uvs = command->uvs; uint32_t *colors = command->colors; uint16_t *indices = command->indices; Texture *texture = (Texture *) command->texture; Vector2u size = texture->getSize(); for (int i = 0, n = command->numIndices; i < n; ++i) { int ii = indices[i]; int index = ii << 1; vertex.position.x = positions[index]; vertex.position.y = positions[index + 1]; vertex.texCoords.x = uvs[index] * size.x; vertex.texCoords.y = uvs[index + 1] * size.y; toSFMLColor(colors[ii], &vertex.color); vertexArray->append(vertex); } BlendMode blendMode = command->blendMode; states.blendMode = usePremultipliedAlpha ? blendModesPma[blendMode] : blendModes[blendMode]; states.texture = texture; target.draw(*vertexArray, states); vertexArray->clear(); command = command->next; } } void SFMLTextureLoader::load(AtlasPage &page, const String &path) { Texture *texture = new Texture(); if (!texture->loadFromFile(path.buffer())) return; if (page.magFilter == TextureFilter_Linear) texture->setSmooth(true); if (page.uWrap == TextureWrap_Repeat && page.vWrap == TextureWrap_Repeat) texture->setRepeated(true); page.texture = texture; Vector2u size = texture->getSize(); page.width = size.x; page.height = size.y; } void SFMLTextureLoader::unload(void *texture) { delete (Texture *) texture; } SpineExtension *spine::getDefaultExtension() { return new DefaultSpineExtension(); }